I have a Texture2D readily available; I have an apparently-working shader texture sampler and shader texture variable that I can put that Texture2D in.
The only problem is, I don't know how to load a texture into a shader in DirectX11 - And either Google is being unhelpful, or it's just my inability to construct good search terms.
What I need: Code that will take a Texture2D and load it into a shader. A link on how to do so, for example.
Anyway, here's my shader code:
cbuffer CameraSet : register(b0)
{
float4x4 ViewProj ;
} ;
cbuffer MeshSet : register(b1)
{
float4x4 World ;
texture2D Texture ;
SamplerState MeshTextureSampler
{
Filter = MIN_MAG_MIP_LINEAR ;
AddressU = WRAP ;
AddressV = WRAP ;
} ;
} ;
struct VShaderOutput
{
float4 WorldPosition : POSITION ;
float4 ScreenPosition : SV_POSITION ;
float2 UV : TEXCOORD;
} ;
VShaderOutput VShader( float4 position : POSITION, float2 uv : TEXCOORD )
{
VShaderOutput r ;
r.WorldPosition = mul( position, World ) ;
r.ScreenPosition = mul( r.WorldPosition, ViewProj ) ;
r.UV.x = abs( uv.x ) ;
r.UV.y = abs( uv.y ) ;
return r ;
}
struct PShaderOutput
{
float4 SV_Target : SV_TARGET ;
float SV_Depth : SV_DEPTH ;
};
PShaderOutput PShader( VShaderOutput input )
{
PShaderOutput r ;
r.SV_Depth = input.ScreenPosition.z;
r.SV_Target = Texture.Sample( MeshTextureSampler, input.UV ) ;
return r ;
}
Thanks.
...If it's
context.PixelShader.SetShaderResource(TextureShaderResourceView, 0);
I think I just answered my own question. But why does an array value of '0' work?